Bow to your Sensei!

Tag: psp

This post concludes the “Final Fantasy Initiative” project that I started in December of 2014. Since that time, I have played through and reviewed every title in the main Final Fantasy series. During the course of this project, I have even managed to check off a number of the side-games as well. Technically, Final Fantasy Type-0 is one of those. Meaning, it is not a numbered Final Fantasy game. However, considering it is a part of a Fabula Nova Chrystallis subseries, I decided to include in my project as it ties in directly with XIII and the upcoming XV.

To start, let’s talk a bit about the history behind Final Fantasy Type-0. When Square Enix originally announced the release of Final Fantasy XIII, they stated that it would be part of a subseries of games. As mentioned above, these games are grouped into what is commonly known as Fabula Nova Chrystallis. Final Fantasy XIII was to be the more traditional RPG entry, while a game called Final Fantasy Agito XIII was to be an action oriented spin-off. A third game called Final Fantasy Versus XIII was also announced. All games in the Fabula Nova Chrystallis series were to share a common mythos. Not necessarily set in the same gameworld, but all tied by common themes.

As time went on, the name Agito XIII was changed to Type-0 and Versus XIII was later re-branded as the upcoming Final Fantasy XV. As you probably know, the XIII game world became quite popular and XIII spawned two direct sequels. All this attention for XIII and XV, pushed Type-0 to be a sort of redheaded step child. For a while, it seemed like the US would miss out on this game. Luckily, that was not the case. Originally released in Japan for the PSP, Type-0 was finally brought to the west as an HD remake. This is the version that I will be reviewing.

I purchased Type-0 HD on the day it was released (interestingly enough a year ago from the date this review was posted), but due to my backlog I didn’t get around to playing it until recently. I purposefully avoided reading much about the game itself because I tend to enjoy experiencing a game with fresh eyes. So, it’s safe to say I had no idea what to expect.

If I have to sum up my first impression of Type-0 in one word, I would pick: confusion. The game starts with two extremely long and very wordy cutscenes. A lot of proper nouns are being tossed around in the opening scenes that make no sense to a first time player. These are presented in a way that makes you feel like you’re already supposed to be familiar with the place and things being referenced. When in truth, you have no idea what is going on. While visually stunning, these cutscenes didn’t do much to really get my head into the game itself. In fact, it wasn’t until I was about a quarter of the way through the game before I finally had a firm grasp on what this game was even about.

To sum it up, the basic premise of the game is this: Type-0 takes place in a world known as Orience. This world is divided in to four nation-states. Each nation is guided by and protects a sentient crystal. Each crystal represents a certain power (Magic, Science, etc. These crystals can bestow an individual with special powers by making them a l’Cie – much like in FFXIII). At the start of this game, the industrial nation of Milites is engaged in a conquest to control the crystals of the other three nations. Their goal has brought them the nation of Rubrum, a dominion that specializes in Magic. Using a newly constructed magic-jamming device, Milites attempts to invade Rubrum. This is shown in the opening cutscene of the game.

During the game itself, you play as any one of the cadets in Rubrum’s military academy. Specifically, you are a member of the mysterious “Class Zero”. A group of youths with rather mysterious origins. The game is divided into chapters, each chapter mostly focusing on a specific mission that Class Zero must complete. Most of these involve defending the dominion from invasion, or overtaking enemy territory. During these missions, you can form parties from the class roster and switch between characters as needed. Each cadet specializes in a different form of combat, so a big part of the game learning which characters to use in which situations. As you play through the game, more details unfold that help to shed some light on rather obscure storyline.

In the downtime between operations, you are free to explore the school, participate in sidequests and optional tasks, attend classes (to increase stats). Every one of these things takes time and will deduct hours from the “freetime clock”. Eventually, it will be mission day – which means it’s off to your next assignment. One of the first things I noticed is that there are simply not enough hours in the game to complete all of the optional tasks available. That is because, Type-0 is actually designed with the expectation that you will play through it more than once. Upon beating the game, you have the ability to start over with your developed characters. (More on this later).

Back to missions for a moment, when engaged in a mission, you have the option to accept special goals. For example, you might receive optional orders that say “Take no damage for 3 minutes”. If you accept, you will receive a reward upon completion. If you fail, your main character dies and is unplayable until the end of the operation. I found this to be a very interesting concept, something I had never seen in a game before. Also, when embarking on an operation, you can also elect to accept support from computer controlled NPCs. Choosing to do so, can often make the mission easier, but you receive less of a reward. You see, everything that happens during an operation is graded. Upon successful completion, you will be presented with a scorecard – rating your overall performance.

As you can probably already tell, Type-0 is a very different type of Final Fantasy game. Yes, almost all aspects of Final Fantasy are represented here in one way or another, but it’s very much an action-based RPG. The combat system is fast-paced, and a little hard to grasp at first. But once I got the hang of it, I found that I liked it quite a bit. Occasionally though, certain parts of the game will revert to an overhead (almost RTS style) view. During these phases of the game, you are often in charge of large-scale military operations: invading an occupied city, issuing orders to soldiers, etc. These are infrequent, but when they occur they seemed to me to be an odd change of pace in a game that is largely filled with fast-paced action.

Overall, I found Type-0 to be hard to get into initially. But, once I got my head in the game, I was hooked. In a lot of ways, it is obvious that this was once a handheld game. It’s structure and design reminded me a lot of Final Fantasy Crisis Core at times, but I think SE did a brilliant job moving the title to the console.

Finally, let me mention again that this is a title that is meant to played through more than once. Without spoiling anything, I will say that upon completing the game the first time, you may be left scratching your head at the ending. But if you pay close attention to the backstory throughout the course of the game, you will be able to understand exactly what’s happening. Completing the game a second time unlocks an optional ending. Also, on your second trip through, you have the opportunity to make some interesting choices, that deviate from original playthrough. This helps make the second time through a lot more interesting and not too repetitive.

All in all, I have to say Type-0 is a solid, good game. But if you’re a traditional Final Fantasy fan, prepare to come out of your comfort zone just a bit. But don’t worry too much. There’s plenty of moogles, chocobos and an INSANELY difficult optional boss. I’m proud to say I did not shy away from this challenge, but I admit it took me until my second playthrough before I was able to step up to the plate on this one. So, yes. It’s Final Fantasy, but presented with a much different flair.

Difficulty: Variable – There are multiple difficulty settings to choose from. Upon the first completion of the game, a “hardcore” mode is also unlocked. I found the difficulty options to be pretty appropriate. Choosing a difficulty setting does not affect the game’s storyline in any way.

Story: Very confusing at first, but fleshes out after a while. Type-o actually has a very deep and complex story. One that I found to be quite intriguing. The whole game is actually presented almost like a record of events. Very compelling stuff.

Originality: A lot of what’s seen in Type-0 has been done before in one way or another. But what makes this game very unique is the way all of these ideas are mixed together and presented. There’s a lot of different stuff going on here, but SE really managed to make Type-0 seem like something fresh and new.

Soundtrack: The soundtrack for this title is absolutely outstanding. Everything from the composition to the audio quality is mind blowing. Many FF favorites are included here in one way or another, but there’s tons of new original songs as well. All of them are simply amazing.

Fun: I have to say, when I first started this game I had no idea what was going on and as a result, I just wasn’t into it. For a while I honestly had little motivation to play. But after giving the game a little time, it REALLY started to grow on me. By the time I had completed it, I was actually eager to start it over for a second playthrough.

Graphics: Despite being an HD port of a portable title, Type-0 HD looks wonderful. SE did a fine job with this remake. The overworld portions of the game are a little iffy… but most of the game is in third-person 3D and looks stunning.

Playcontrol: Overall, no issues. Combat takes a little getting used to, but once you get the hang of it, all is well. Occasionally ran into issues with the game camera not focusing on what I needed to see during fights, but this most often occurred when I was up against a wall or backed into a corner.

Downloadable Content: NO– The original JP version of the game had some DLC-ish costume unlockables, but these are all integrated into the main game now.

Mature Content: War time violence, graphic bloody imagery. A very sexy cutscenes. As far as I know, this is the only FF game with a mature rating.

Value: Originally released a premium price, the game is now often available for around $20 new. At this price, it is well worth the purchase, in my opinion.

Overall rating (out of four stars): 3 – This game does have some flaws that prevent it from getting a perfect score, but at the same time there’s a lot of great gameplay here. Many fans of the series may be turned off at first, but if you can manage to stick with, Type-0 can really be a rewarding experience.

The Final Fantasy playthrough initiative continues! Next up on my list is the original black sheep of the series, Final Fantasy X-2. That’s right, Final Fantasy 10, part 2. Confused? Well, so were lots of people. Until the release of this game, no entry in the Final Fantasy series ever had a direct sequel. Of course, now that is not really the case. XIII has three different entries, with a few spin off games and we’ve since see a number of side games to the ever-popular Final Fantasy VII. To make things even more confusing, this game (10 part 2) was actually released a few months AFTER Final Fantasy XI, but that’s another story… I purchased this game on PS2 back when it was originally released, but I admit, I never got more than a quarter of the way through it until now.

Now, let me state up front that since this game is a sequel to Final Fantasy X, some plot points I’ll be discussing in this game might be considered spoilers to the original. So If you have not played FFX and don’t want any plot points ruined, you may wish to skip this review for now.

This game picks up about two years after the end of Final Fantasy X. Sin has been destroyed and the people of Spira are left picking up the pieces of their shattered day to day lives. Yuna has left behind her summoner ways and has teamed up with Rikku and a new partner named Paine. The trio have become Sphere Hunters; a team that scours the world looking for rare and valuable movie spheres. Yuna’s team calls themselves the Gullwings, and along with the help of a few other companions they have developed a unique invention called the Dress Sphere. Dress Spheres are special items that allow the user to adopt skills and abilities of certain roles. For example, there’s a Black Mage sphere, a Dark Knight sphere, etc. Each job offers a unique combat style and when combined with another mechanic in the game; the Garment Grid, make things extremely customizable.

At the start of the game, it is explained that Yuna decided to join the Gullwings after coming across a sphere that appears to show someone bearing a strong resemblance to Tidus. The young man in this sphere is imprisoned and screams out something about a summoner. Naturally, this ignites a small spark inside Yuna that perhaps Tidus is somehow still alive and out there in Spira somewhere. Hence, her desire to seeks out more sphere in search of clues. The story of the game focuses on Yuna seeking out clues on the origins of the sphere and as time passes, she becomes entangled in the events behind this mystery sphere.

So now that we’ve laid the groundwork for the game, let’s talk a bit about it. FFX-2 was originally released on the Playstation 2. Now, it is also available as part of the Final Fantasy X HD Remaster. This is the version I played for this review. The Remaster contains the entire original game, with updated graphics plus all of the exclusive content previously only available in the International Version of the game. PLUS, the disc also contains a short follow-up game called Final Fantasy X-2: Last Mission.

I mentioned at the beginning that this game is often labeled as a “black sheep”, if you talk to Final Fantasy purists, many will be quick to tell you how terrible this game is. A few more will even refuse to acknowledge its existence. Well, to be fair, this game is quite odd. It’s a radical departure from most other games in the series and a VERY DIFFERENT game than the original FFX. To start with, aside from the three lead characters, nearly every other character in the game seems a bit ridiculous. There are a few exceptions, but for the most part you feel like the only sane person is a world of cartoon characters. Not to mention the overall tone of the game is a radical departure from what we’ve seen before. Final Fantasy X had a very mystical feel about it, whereas this game, actually starts with a stadium sized pop concert… seriously. If you need your daily dose of J-Pop, you’ve found it.

All of that aside, the game itself doesn’t feel much like a Final Fantasy game. At least, at first. The combat is very different than anything seen before and it takes quite a bit of getting used to. Once you get your mind around it, the Garment Grid and Dress Sphere system is actually quite ingenious, but the presentation is overly complicated. Next thing worth mentioning is the game soundtrack. This is not the type of music fans of the series are used to. You’re fooled at first by the wonderful piano melody at the title screen, but after that you’re smacked upside the face by a song by Japanese pop-artist, Koda Kumi. This is followed by the quirkiest disco/techno/jazz music you’ve ever heard. This gripe aside, the game does feature some really good tracks that are on par with anything from FFX, but you don’t hear them often enough.

The next thing that makes this game feel a bit out of place is way you play through the main story. Most of the games in the series are either very open or very linear in their progression. This game handles things a bit differently. Once you have completed the introduction to the game, you are given immediate control of an airship with a list of possible destinations. You can visit any of these places in any order that you wish. Essentially, each location provides you with a mission or task to complete. Eventually, completing one of these will progress you to the next chapter. But be wary, each time you move into a new chapter, the missions available at each location also change. Some very valuable items are only available by completing certain missions. So it is important to try to clear every mission for every location before moving on the next chapter. As I said, this is very different from the other games so far, but it’s not really a bad thing at all. In fact, once I got used to it, I thought this was actually kind of neat. Seeing as much content as possible is also crucial because as you play the game keeps a percentage of how much story you’ve experienced. If you can manage to 100% of the game, you will unlock the true ending.

The final thing that really makes X-2 feel a bit out of place is the number of mini-games scattered throughout the title. Many of the missions mentioned above actually up being mini-games of sorts. Some of these are straight forward and well done, others just seem… strange. For example, there’s actually a mini-game for massaging someone’s back. Ummm… What? It really feel likes the dev team had a handful of previously rejected ideas from other games and decided to just dump them all here.

In a nutshell, the radical difference between this and other FF games chased many fans away. Even I felt put off the first time I played this game. But, this changes once you reach the half-way point. If you can manage to reach this portion of the game, you’ll soon realize that this game is very much a Final Fantasy title. Its just presented in a very different wrapper. The regional missions become addictive and “sphere hunting” becomes an actual obsession as you manage to obtain every dress sphere in the game. Not to mention the story makes a huge 180 and all the silly J-pop and nonsense dissolves into the background as you uncover the true epic lore behind the game itself. During my playthrough, I managed to achieve the 100%, unlock all of the dress spheres and even conquer the optional Mega Boss. Although, note that some of this content is only available in the HD Remaster or the Japanese International Version.

While I started off feeling really cold about the title, I warmed up quite a bit by the time I was finished. I think if fans of the series would be willing to approach this game with an open mind and a bit of patience they will be pleasantly surprised.

Final thing worth mentioning, if you do happen to play the new HD version of the game, there’s also an extra side game included that takes place after the events of X-2. This game, The Last Mission is an even stranger entry. In this game, the girls are reunited again after each receiving a letter inviting them to explore an ancient tower. They are teased with a wonderful reward if they are able to make to the top. Last Mission is very different than X-2. Essentially, it’s a linear dungeon crawl starring Yuna, Rikku and Paine. It’s shown in an overhead view and features turned based combat. It takes a little getting used to, and it’s not for everyone. But it is 80 levels of dungeon crawling fun that builds off the FFX/FFX-2 mythos. The game also serves as a vehicle to expand on the relationship of the characters and to place a capstone on the overall Final Fantasy X/X-2 story. I played and enjoyed this entry very much, but I have always been partial to dungeon delves.

Difficulty: Medium – The bulk of this game is on par with the majority of the series in terms of difficulty. In some places, you could say it is a bit easier but there are quite a few spots that really require a strong understanding of the Dress Sphere/Garment Grid system. A lot of the optional content and secret bosses require near perfect mastery and lots of patience.

Story: At first the storyline seems to be nothing more than a weak attempt to expand upon the original game, but as you delve deeper you soon uncover quite an epic tale that actually expands on the lore presented in Final Fantasy X. Naysayers shouldn’t be quick to dismiss this game as rubbish.

Originality: Well, we were certainly don’t have any loss of original content. Everything from the battle system to the progression of the game itself is new and rehashed. If that wasn’t enough, the International/HD version of the game also features a whole new Creature capture/training element. Yes, you can train up and include monsters in your party.

Soundtrack: Here’s where we have some problems. First, I should note this is the first game in the series with no music by composer Nobuo Uetmatsu, and it shows. If you’ve ever played Final Fantasy XI, the music in this game sounds a lot like the tunes that play in the XI game launcher. The music is odd, but not necessarily bad. It just doesn’t seem fitting for the most part. Thankfully, there are a handful of tunes that sound really wonderful, but they are few and far between.

Fun: First starting out, the game is a confusing mess. But I soldiered through it and it paid off. The game actually became quite enjoyable but it’s shame that you have to work at it.

Graphics: The original game is about what you’d expect from a PS 2 title. Overall well done, but lots of jagged polys. The HD version is much sharper and better looking.

Playcontrol: I couldn’t find any real issues with the overall control scheme. The game play feels natural and is responsive

Mature Content: No Concerns

Value: These days, the only new option available for purchase is the HD remaster. This can typically be found new for $20.00 or less for ps3/Vita. At this price, this is an amazing deal. Expect to pay more for the PS4 version when it is finally released.

Overall rating (out of four stars): 3 – Final Fantasy X-2 is just an odd game. But it is a good game if you give it the chance. This title should in no way represent the series, but when judging it on its own merits it actually a quite a good little bundle. This score of 3 is based on the International/HD version. The extra content included in that version of the game really adds what was missing from the original release. Without these additions, I’d have to give the vanilla release a 2.

I feel like it has taken forever to get this review posted, but wow this was one long game. I know I’m technically supposed to be focused mainly on PS1 games right now, but having finished Final Fantasy VII, I decided to a deviate a bit and go ahead and knock rest of the entries in the “Compilation Final Fantasy VII” series.

Here we have a PSP game called Crisis Core. Chronologically, this is the first game in the VII series, but in reality it was the last game of the compilation to be released. I should also mentioned that this was actually my first time playing this title so I really didn’t know what to expect going in.

To get started, this game serves as the prequel to the original Final Fantasy VII title. In this game, we play as Zack and thus have the opportunity to learn about his backstory as well see a bit of what life was like prior to the events of the original title. Storywise, this game does an amazing job of filling in a lot of the missing pieces to the original tale. Throughout the game we get to see some familiar places and faces, as well as take part in some of the most legendary events in FFVII’s lore.

The story focuses on Zack as he rises from a mere entry-level member of SOLIDER to the prestigious First Class rank. We are introduced to his mentor, Angeal (the original owner of the famous Buster Sword) and we follow the two of them as they search for a MIA SOLIDER operative known as Genesis. As the story unfolds, we see our heroes team up with the infamous Sephiroth as they slowly unravel the mysteries behind Genesis’s disappearance. All of this eventually leads up to the epic “Nebelheim Event”, a crucial part of the VII backstory.

This game plays a bit differently from what I expected. While there are certainly heavy RPG elements here, the battle system is anything but the turn-based standard that I expected. Combat in this game is something of a hybrid between action-based button pushing and a menu driven system. What I mean by this is, Zack’s attacks are initiated with the push of a button, but there’s also buttons for dodging and blocking attacks as well. You can move Zack around in a 3-dimensional space while fighting. His attack will either be a simple melee strike with this sword, or a special ability. Abilities can vary depending on various types of Materia Zack may have equipped. There’s essentially two types of Materia that can provide Zack with new actions; command based materia (such as Jump, Assault Twister, Steal) or magic based material ( Fire, Thunder, Poison ).

The most unique thing about the battle system in Crisis Core is something called the Digital Mind Wave or D.M.W. This is sort of a limit-break system, that is representative of Zack’s inner thoughts during combat. It works a bit like a slot-machine, the entire time combat is ongoing, you can see the DMW in the corner of the screen. Once certain requirements are met, a special event will appear and depending on the slot-results, Zack will use a special move inspired by DMW outcome. For example, if Zack thinks of his girlfriend Aerith, he is granted with a special buff that heals him. Also, these events are the key to leveling up both Zack and the material he has equipped. The DMW starts out fairly empty in the beginning of the game, but it gets filled with more entries over time. Some of the strongest attacks in the game are only unlocked by participating in optional side quests.

The key to mastering the game really lies in understanding the materia system. Materia levels up over time, and after a specific point in the game, you able to fuse two types of materia together to create newer, more powerful materia. Taking the time to learn this process is very beneficial. There are some attacks in the game that are able to deal 99,999 points of damage in a single hit. This is only possible by creating special materia through the fusion process.

The main scenario is fairly straightforward and honestly doesn’t take all that long to complete. However, the game has an enormous number of side-quests available to participate in. These take the form of official Missions that Zack can take on as part of his involvement in SOLIDER. It’s thru these missions that some of the best items and gear in the game are acquired. The final mission, consists of a super-boss battle that probably one of the most difficult fights I’ve dealt with in recent memory. Even with Zack maxed out with the best gear and attacks in the game, it was no easy challenge.

Graphics-wise, the game is amazing. The pre-rendered cutscenes are breathtaking and the in-game action is nothing short of fantastic itself. This game is a prime example of what the PSP is capable of. The graphics combined with a fantastic soundtrack make this a really impressive title and one worthy of the Final Fantasy name.

Difficulty: Medium– I found this game to be bit more challenging than I originally expected. The action-based combat can be a bit tricky to master at first. Also, there’s a number of enemies throughout the game that can kill you in a single-hit regardless of how high your HP might be. Thankfully, most of this is restricted to the optional side-missions. If you have the patience, it is actually quite possible to get to a point in the game where you can create materia so powerful you can pretty much defeat almost anything in the game within 1-3 hits.

Story: This game does a fantastic job of filling in a lot of the blanks left by the ending of Final Fantasy VII. Here we get to learn of Zack’s story and his relationship with Aerith. As well, getting some insight into the madness of Sephiroth. We also get to see a younger version of Cloud and learn exactly how he comes into possession of his infamous sword. – Loose ends aside, this game also has a self-contained storyline that is fantastic in of itself.

Originality: Before starting this game, I was curious to see how unique it was going to be in contrast to the original game. I was more than pleased with what I discovered. Yes, this game takes place in the same world as the beloved FFVII, but manages to maintain a unique identity all its own. I think this is possible in large part to the unique combat system.

Soundtrack: Crisis Core features a very large tracklist filled with both old songs from VII as well as brand new tracks. It’s nice to hear better quality versions of some of the classic VII songs, and I found it not to be overdone either. The new songs actually seem to be on par quality-wise with many of those from original game. This was a nice surprise. My only complaint with the game audio comes not from the music, but from some of the repetitive catchphrases you hear during combat. By the time the game was over, I wanted to bang my head into the wall the next time I heard Zack declare “I’m on fire now!” – but that is small price to pay considering the overall quality of the game.

Fun: I found this game to be much more enjoyable than I originally expected. If you plan on tackling all of the missions in the game like I did, then be warned it can get a little grindy and repetitive. Side-quest grind aside, the game itself is very fast paced and quite a lot of fun.

Graphics: As I mentioned earlier, the graphics are phenomenal for a handheld device. The PSP really shines here.

Playcontrol: Overall the game controls work very well. However, I did experience some oddities here and there. The biggest gripe is have is camera control. The game does a decent job of keeping the camera centered on where it needs to be. But in a lot of cases I wanted to look around to find treasure chests. Using the shoulder buttons will swing the camera left and right, but not always in a full 360-degree motion. Also, sometimes when walking through doorways, the camera would swing around and cause some confusion about which direction I was headed. I would sometimes have to check the in-game map to make sure I kept going in the right direction. But other than these minor issues, no other complaints here.

Mature Content: No Concerns – Fantasy violence.

Value: This game still tends to sell for its original price of $30 if you can find it on shelves anywhere. As of the time of this post, the game is still not available digitally. I put nearly 50 hours into this game in my quest to finish all of the optional content so even at $30 I feel this game is well worth that price.

Overall rating (out of four stars): 4 – I never thought I’d enjoy this game as much as did. It really packed a big surprise for a handheld title. I daresay this game shares equal footing with the original Final Fantasy VII. It is a shame that it’s not available on other platforms. If you’re a big fan of FFVII and you have access to an original PSP, I recommend this game without hesitation. In my opinion it is just as worth of the Final Fantasy name as any of the other stand-alone titles in the series.

Finally, my reviews have reached an important milestone in the era of 16-bit gaming. The first Final Fantasy title for the Super Nintendo. Final Fantasy IV was originally released in the US under name “Final Fantasy II”, since the second and third installment of the series were not originally brought stateside, it was believed that renaming the title would be a good idea and the American audience would be none the wiser. Of course, as years went by and the Internet became a common way to share information, the cat was eventually out of the bag. These days, the game is properly titled and it widely available under it’s proper name.

When preparing to the do this playthrough and review, I had an important decision to make. There are many versions of this game available, and I had to decide which to use. To bring everyone up to speed, I’ll layout what’s out there:

Final Fantasy II (Wii Virtual Console) – This is the original version of the game, as it was released on the SNES

Final Fantasy Chronicles – This was the playstation release. It features the original game, with the proper title and a slightly improved translation.

There’s a little something for everyone out there. For purists, I recommend the Chronicles version of the game. For the sake of this playthrough, I decided to use the Complete Collection. It was a version of the game I’ve not encountered before. Plus, it includes both After Years and the all-new Interlude scenarios. (More on these later)

Cutscene from Complete Collection

Regardless of the version you choose, the focus of this review is on the game itself, not any particular one feature.

This game holds a lot of great memories for me. FFIV was the title that really cemented RPGs as one of my favorite genre of games. The storyline is nothing short of fantastic. The game revolves around a knight by name of Cecil. When game begins, Cecil is the captain of an elite Air Force known as the Red Wings. He is ordered to strike and steal a powerful crystal from a nearby village. After carrying out his orders, Cecil begins to question the nature of the orders given to him. Cecil is reprimanded for his lack of loyalty and as punishment is sent on a task that ultimately leads to adventure and redemption.

There’s so much to tell about the rich storyline and characters of this game, but I think it’s best experienced during play and not read in a summary.

Screenshot from the original SNES version

The gameplay will be very familiar to fans of the series. For the most part, the game functions and plays much like Final Fantasy I-III. Unlike FFIII, however, there are no “jobs” to select. Each character has a predetermined role and will skill up in the areas of their expertise as you progress. The character development in this title was second to none, considering it’s time. Each character has a very detailed backstory that is revealed throughout the normal progression in the game. I can’t stress enough how much of a breakthrough the storytelling in this title was. It was unlike anything that had been seen.

Also, much like the previous games, Final Fantasy IV features a phenomenal soundtrack. Again, composed completely by Nobuo Uetmatsu.

Graphically, the game was pretty standard at the time of release. The character sprites are clear, as is most of the environment. I found some of the textures to be a bit repetitive and unimaginative at times. But overall, there’s not much to complain about. Later versions of the game have brought drastically improved visuals.

Screenshot from the Complete Collection

The game proved to be quite a success, and many years after it’s original release, it spawned a direct sequel. Final Fantasy IV: The After Years, as released in episodic downloadable chapters on the Wii in 2009. This game take placed 17 years after the original and features both the aged heroes from the first game, as well as their offspring. In reality, I should probably dedicate a separate review just to this title, but there are enough similarities that I feel I can bundle them together

Originally spread out over 11 separate chapters, each typically focusing on a particular character or set of characters, players can complete the scenario and then spend time seeking powerful treasure in an “endgame” dungeon. Eventually data from all the scenarios is compiled and used in the final chapter.

Screen shot from Wii version of The After Years

Finally, If you’re playing the Complete Collection, there is an additional short scenario called “Interlude” that serves as a link between the original game and the After Years. This was my first time getting my hands on this chapter and while I found it be enjoyable, it’s very short and really doesn’t bring much to the table. But, it’s included and certainly doesn’t lessen the experience.

Screen shot of ~Interlude~

Again, I have to stress that this a classic RPG and an overall excellent game. It doesn’t matter which version you can get your hands on, you’re in for quite an experience.

Difficulty: Medium – As typical with RPGs, most of the game itself is fairly straight forward and easy going for those with a little bit of patience. Several of the bonus areas, and added content found in the later releases can be much more challenging, however.

Story: As I mentioned, the storyline for Final Fantasy IV is fantastic all the way around. Both in terms of detail and content. The storyline is even further enhanced in later versions of the games. The original SNES cartridge could only hold so much data, so a lot of the original script had to be cut from the game for space reason. Regardless, even the old version is fantastic. But to get the most out the title, I do recommend either FFIV Advance or The Complete Collection.

Originality: Mechanic-wise, there’s not a lot new introduced in the title. The 16 bit art and enhanced sound really bring a breath of fresh air to the title though. I don’t find any faults here.

Soundtrack: Excellent score. Probably the best in the series so far. Uematsu never ceases to amaze.

Fun: Many wonderful, comforting memories of this game rattle around in my brain. The characters and storyline really make this game a lot of fun. The special effects are great, the SUMMONS are awesome. Who doesn’t enjoy unleashing Ifrit on a group of cowering enemies?

Graphics: The original released featured nice, acceptable graphics for its time. However, later entries in the series and other 16 bit RPGs eventually surpassed it. The more modern versions of the game are much lovelier to look at and feature richer, more detailed models.

Playcontrol: As with most RPGs, control is not an issue. All works as it should.

Overall rating (out of four stars): (FFIV – 4) (The After Years – 3) – Separating the review into two titles, the original game gets a perfect score. This is defiantly a must-play title for RPG enthusiasts. The After Years, however, is a bit harder to recommend to general audiences. This game is a more fan-service than anything else. I enjoyed it, and it was very nice to revisit the world and characters again after so many years. But it did feel a bit thrown together. If you decide to experience the After Years, I recommend the PSP version over the multiple pricey downloads on the Wii.

Having completed FF II, it is time to move on the next chapter. Final Fantasy III. This game is quite an interesting case, compared to the others. Final Fantasy III was not officially brought to the US until 2006, despite having been previously released on the Famicom in Japan back in 1990.

Until the US release, only unofficial hacked/translated ROMS of the 8-bit game were available. I played the game on an emulator years ago, but I do prefer the official version much more. The US version was a major revamp. The graphics were upgraded in 3D, the original game had 4 generic nameless characters, the re-release has given them names, and personalities and interwoven them into the story line itself. This might seem like blasphemy to a purist like me, but actually it is so well done, that I feel it is truly superior. Nothing is lost in the update and so much more is gained. The only oddity I found is the small change made to the job system by including Freelancer and hiding away the Onion Knight job (more on this later).

Original Famicom Version

Very recently, the game was updated slightly and released again for iOS devices and also made available for PSP and Vita users on PSN. Since I played DS version a few years ago, I decided to give the newest version a go this time around.

The modern version of Final Fantasy III is an amazing game, regardless of what system you play it on. From the introductory movie, to the various optional content – I was hooked. It is after all the game that introduced Moogles to the series!

The storyline begins pretty simply, an earthquake reveals a long forgotten cave on the outskirts of town. The game begins with our main hero Luneth falling into the cave. Inside, he discovers a magical crystal that speaks to him and tells him to gather his friends and return. From here, we are slowly introduced to the gameplay basics and to the other characters. After assembling the team and returning to the crystal, the game truly begins.

Unlike the previous games in the series, our characters are not really typecast into specific roles. Instead, they are able to switch between various jobs. Many of the classic Final Fantasy jobs (or classes) were established in this game. At first, your characters are jobless, or Freelancers. The jobs bestowed by the crystal. At first, the jobs unlocked are pretty basic (the same found in the first Final Fantasy game), but as the game progresses, more advanced jobs become available, things such as Dragoon, Scholar, Geomancer, etc)

This would be a good point to elaborate a bit on something I mentioned above. In the original release of the game, things started a bit different. Instead of beginning with just one character, all four youths were in the party immediately. Instead of being assigned the “blank” class of Freelancer, they are known as Onion Knights. This original job is also available in the modern version of the game as an unlockable. The DS version, really makes you jump through hoops to unlock the job. It involves communicating with other players through the in-game mail system, which for a game that over five years old, can be quite a chore. Thankfully, the PSP version eliminates this nonsense and allows the job to be unlocked with a simple in-game quest.

The job system aside, the game is quite impressive. Having played both, I found the PSP version to be overall more agreeable than the DS version. The dual screen features of the DS did not bother me or detract from the gameplay in any way, but having now played the game on a single screen, I find them to be somewhat unnecessary.

All in all, this is one of my favorite games in the series. All of the classic Final Fantasy elements can be found here.

Difficulty: Medium – While still not overly difficult, this title can be quite challenging for those player unable to wrap their heads around the job system. Many obstacles in the game can be easily overcome but thoughtful use of the character jobs. You can switch on the fly for the most part, so don’t hesitate to try new things. Also, as usual in these remakes, the hardest content in the game tends to be the extra hidden bosses…

Story: The original version had quite a story, but this is only made better in the modern remake. Despite the political intrigue of Final Fantasy II, I have to say that the plot line of this game is much richer. Another excellent storyline from Square Enix.

Originality: Again, this game takes all of the great aspects of the previous games and builds on it. The job system is a completely original concept that really makes this game what it is. It was bold move at the time, but one that pays of big in terms of gameplay.

Soundtrack: Magical! The main theme is one of my favorite pieces of video game music. It is routinely played a the Final Fantasy concerts. Uematsu at his finest!

Fun: I absolutely love this game. The first time I played it, I had been put on bed rest due to back problems, and this game made the time fly by. It’s worth every penny.

Graphics: The original Famicom version was very similar to Final Fantasy 1 in many ways. That version still remains unreleased in the US. The modern version is a different story. Our Final Fantasy III is made of rich and colorful 3D graphics. Compared to most moderns games, things are little blocky, but this is a result of the port from the 3DS. Despite that, it’s not at all distracting and it is a vast improvement over the original.

Playcontrol : The 3DS version is a little wonky to control if you actually try to use the touchscreen. But most players stick with the standard controls. Going this route or if you’re playing on the PSP, there’s no issue with playcontrol at all.

Overall rating (out of four stars): 4 Stars – Another excellent title with a perfect rating. I’m trying not to be biased, I swear. If you’re at all fan of RPGS or Japanese games, there is no excuse. This is a must have.

Aside from covering the random new release such as Sleeping Dogs and Tomb Raider, it is still a main focus of mine to re-live my early gamer days by chronicling my favorite games of yesteryear in a semi-accurate timeline. So far in the blog, I’ve covered my gaming experience starting with my days in a coin-op arcade, then moving on to first-gen home consoles like the Atari 2600, to the godfather of them all the NES. Sure, I’ve gone off on a few tangents like my Mega Man and Castlevania series playthroughs, in which I skipped around between various generations, but I’ve tried to keep a semi-linear timeline as the overall theme. Before moving on from the NES to the Gameboy days, I would be amiss if I didn’t take the time to remember what may be one of the most legendary 8bit RPGS of all time. Final Fantasy.

I can’t remember which game I experienced first, Final Fantasy or Wizardry. I was introduced to both of them around the same time in my life. I was living in Japan at the time Final Fantasy was released and I remember asking for it on a whim. I had never heard anything about it, and I didn’t really know what to expect, but I was not disappointed. The summer after my 6th grade year was spent either at the beach or in my room jamming to Paula Adbul (don’t ask) and grinding away at Final Fantasy. I put that game through it’s paces. Trying every combination of character class, exploring every nook and cranny, and leveling, leveling, leveling.

I’ve bought this game in one form or fashion many times of the years. In my current collection I have Final Fantasy 1 in the following formats: NES, PS1, GBA, and PSP.

For this review I decided to play the most modern rendition, the PSP version. Aside from a few added dungeons, a sight modernization of the spell system, and a few extra monsters, the game is largely unchanged from the original in terms of gameplay. All of the new optional content can be found pretty much in one out-of-the-way dungeon and thus easily avoided if you’re a purist. The main reason to suggest one of the more modern versions is of course the sound and graphical upgrade. For the 20th anniversary release, Square Enix has really taken the time to make this game shine. To break it down:

For purists, the original 8 bit version will always standout.For gamers who want original content, but updated sound a graphics, I recommend the PS version.For people who want the best translation the most definitive version of the game I recommend the PSP version.The GBA version falls somewhere in the middle.

Original NES Version vs Modern PSP remake

This is the game that started it all. At the time it was released it was a fantasy game unlike any ever seen. The storyline is simple; Four youths awake on a beach just outside of a grand kingdom. Each one possesses a dim crystal and has no memory of who they are. Throughout the game, they learn that the world is slowing being drained of its elemental power that their arrival has been prophesied as the ones who will restore order by bringing light to their faded crystals.

What starts off a simple tale of fantasy soon becomes quite a complicated plot involving a demon-possessed knight, a hidden conclave of sages, and a one thousand-year time loop that keeps repeating over and over and over…. yeah.

The player gets to choose from four of six classes when creating their character:

Warrior, Thief, Monk, Red Mage, White Mage, and Black Mage.* (In the original English version Warrior is known as Fighter, and Monk as Black Belt)* — These classes can later be leveled up to Knight, Ninja, Master, Red Wizard, White Wizard and Black Wizard.

Unlike the other games in the series, there are no default names provided to the characters. The biggest trick to the game is learning how to manage 4 different characters in a variety of situations. It’s a strategy game. You learn the strengths and weaknesses of each party member and how to compensate. How to exploit the weaknesses of your enemies, etc.

To me, this game is a gem. But surprisingly there are many that disagree and cite the title’s weaknesses compared to future games in the series. One this most everyone agrees on, however, is the magic of the game soundtrack. Composed by Nobuo Uematsu It was pretty impressive for an 8-bit system, and the subsequent remakes have really brought a whole new level of wonder to the soundtrack with fully orchestrated music. In my opinion, Uematsu is a very talented composer. If he been born several centuries prior, perhaps he’d receive the level of praise he deserves.

This game included many things that would remain staples in the FF series as a whole. The diff jobs, characters and monsters that would reappear in later games, and the eco-friendly theme all started here.

Despite having played this game from start to finish over a dozen times in my life, I had a blast playing this title again. The new PSP exclusive dungeon and bosses were quite a refreshing challenge.

Difficulty: Medium – The modern day version of the game is quite a bit easier that the original 8bit release. That being said, the PSP version adds a new extremely challenging dungeon. Many people have been critical of the watered-down difficulty of the modern remakes, but honestly, I think it makes for a good starting point for players new to the series.

Story: On it’s surface, the game story seems simplistic, but as you progress it becomes quite deep and convoluted. In the end, I’m not even sure I understand the subtle details of the whole time-loop scenario. The story is unfolded only by talking to NPCs.

Originality: For computer gaming, this was the start of something new. It was culture clash of both western D&D style fantasy and the exotic Japanese anime style. The game itself combined the overhead view introduced in games like Legend of Zelda with a framed, menu-driven combat system. It was the start of a new era

Soundtrack: Fantastic, catchy tunes. Just as enjoyable on the original 8bit hardware as they are performed by a full symphony orchestra.

Fun: For me, this game is top tier. It doesn’t seem to get old. For anyone just getting into the RPG scene, I always recommend this game and a nice introduction. All of the core elements are here in one form or another. It’s a perfect litmus test for the aspiring RPG gamer. Hours of enjoyment.

Graphics: The original release is a bit rugged in many spots, even for it’s time. But considering all the things on the screen at once, it could have been worse. Over the years, the game has been improved upon. First, by giving SNES quality graphics and then upgraded even further.

Playcontrol : This is not really an issue with this type of game.

Overall rating (out of four stars): 4 Stars – To me, this is one of the all-time classic NES titles. A must have really, regardless of the system you want to play it on. Perhaps I’m biased, but Final Fantasy is one of the greatest games of all time.

The next stop on my playthrough of the series is the mythical “Rondo of Blood” this game was originally released on the Turbo Graphix16, a system I never owned. Long hailed as one of the best Castlevania games of all time, I was always very curious about it. There was a watered down version of the game released for SNES, but it left a lot of be desired. Eventually, a more “proper” version of the game made it’s way in the form of Castlevania: The Dracula X Chronicles for the PSP. My wife was kind enough to buy this game for my birthday a few years ago, and I’ve loved it ever since.

For the purpose of this review, I’ll talking about the PSP version. Since, it is both easily available and considered by many to be the definitive version of the game. For those curious about the original version, it was made available on the Wii Virtual console a couple of years ago.

The game starts with a cutscene showing a black mass. An evil priest named Shaft and his cult are sacrificing a virgin in attempt to bring Dracula back from the dead. They are successful and the armies of darkness decimate the countryside of Transylvania. During their strike, they come across a young girl named Annette, she is the betrothed to Richter Belmont, the hero of the game. Dracula recognizes this connection and orders her locked up in the tower of Castlevania as bait for Belmont.

Just like always, the Belmont family answers the call. The first level is a brief introduction that shows Richter racing to the scene on a carriage where he encounters Death, the reaper.

There are some really nice “throwbacks” in this game. For example, the first level is a burning town. For those that have played Castlevania II, it might look a bit familiar, it is the town of Aljiba, the last city before Castlevania. I thought it was a nice touch.

For the most part, this game plays much like Castlevania 1, 3, and 4. There is a fairly straightforward level, with a boss at the end. The goal is to reach Castlevania itself, and ascend your way to Dracula’s chamber. What makes this game a bit different is that it contains hidden levels and unlockable things. On level 2, you can obtain a key that will open a locked gate. Entering the locked area you will encounter a little girl; Maria. Once you have freed her, she actually becomes a playable character.

Maria is much easier to control, as she is faster and her attacks have a longer range. However, she is not a strong or powerful as Richter. There are three other maidens that you can rescue as well. Finding them is not always easy, but only by doing so will you receive the TRUE ending of the game. I had a lot of fun combing each level trying to find all the secrets that are tucked away.

Aside from the maidens, you can also unlock the original version of Rondo, and Symphony of the Night (this game’s direct sequel).

Finally, on level 7 after a little mini boss-rush, you battle the dark priest shaft. If you managed to rescue all of the maidens (one of which is Annette), the boss of level 8 will be Shaft’s ghost. Only by defeating the ghost can you actually defeat Dracula completely and win the game.

The battle with Dracula is very reminiscent of the first and third games in the series. If you’ve played them, you know what to expect. If you’ve defeated Shaft’s Ghost, Dracula will unleash a third form that is a bit more challenging. However, once you defeat this form, he will perish and Castlevania will begin to crumble.

As I said before, I had a GREAT time playing thru this title. Partially, I think, because it was new to me, but with that familiar old school feel. The soundtrack was very impressive, and the unlockable content kept me exploring. I can’t say enough good things about the title.

I chose to play the remastered version for my playthrough. Aside from new graphics, and the unlockable titles, it is no different from the original. The dialogue is essentially the same, the levels are pixel perfect, and there are no major changes to report. The only difference I could find was the original game present the cutscenes in a comic-book format, while the new game presents them in a nice gothic CG style.

Difficulty: Medium – Compared to the other games in the series, Dracula X is a bit tamer. While, still challenging at times, the PSP version is not quite as hair pulling as the older titles. (I cannot say the same for the old SNES or TG16 version). Finding all the hidden stuff may present a bit of a challenge.

Story: Again, we have the simple, Dracula has returned set up. But unlike previous titles, we get to see a little more detail. Also, the cutscenes are a great addition to the series.

Originality: A familiar Castlevania style, but with some new touches that really go a long way. The most fun for me was finding the hidden zones and characters.

Soundtrack: As far as the PSP version goes, TOP NOTCH. The best soundtrack in the series thus far. The PSP version offers CD quality audio and remixes of the tracks found in the original game. New songs, series throwbacks, it’s all here.

Fun: I had a ball playing this title. In fact, I daresay it’s one of my favorites. The summary above speaks for itself.

Graphics: The PSP version is phenomenal. It’s defiantly a testament to the hardware. The original version were both stellar at the time. Even the cheapened SNES version really pushed the limits of what the system could do. However, the Chronicles version of this game is the best you’ll find.

Playcontrol: I’m not a fan of the classic PSP layout. But I found this game to be comfortable to play and very responsive. No complaints at all.

Overall rating (out of four stars): 4 – One of my favorite Castlevania games. This game represents the end of an era for the series. I recommend it, and it can usually be found fairly in expensive these days.